diff options
author | Mike Erwin <significant.bit@gmail.com> | 2016-08-27 21:14:01 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-08-27 21:14:01 +0300 |
commit | 498583844fb7d0adbbc91d512f98885800cdf46e (patch) | |
tree | 310002ead2b845b2fd4dc056ea77724e89813be1 /source | |
parent | 9d3813e602b83c3aa61068e9c592eee4786636af (diff) |
OpenGL: use new uniform color functions
Color picker code motivated these convenience functions. looks much better now.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/editors/interface/interface_widgets.c | 7 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 6 |
2 files changed, 4 insertions, 9 deletions
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c index c22a3109a7f..f3c0b7225dd 100644 --- a/source/blender/editors/interface/interface_widgets.c +++ b/source/blender/editors/interface/interface_widgets.c @@ -2343,12 +2343,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti * glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); - const float scale = 1.0f / 255.0f; /* TODO: treat as sRGB? */ - const float outline_r = scale * (unsigned char)wcol->outline[0]; - const float outline_g = scale * (unsigned char)wcol->outline[1]; - const float outline_b = scale * (unsigned char)wcol->outline[2]; - - immUniform4f("color", outline_r, outline_g, outline_b, 1.0f); + immUniformColor3ubv(wcol->outline); imm_draw_lined_circle(pos, centx, centy, radius, tot); glDisable(GL_BLEND); diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index bdc8bbce729..2cf32ff3128 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -746,9 +746,9 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); - float crosshair_color[3]; - UI_GetThemeColor3fv(TH_VIEW_OVERLAY, crosshair_color); - immUniform4f("color", crosshair_color[0], crosshair_color[1], crosshair_color[2], 1.0f); + unsigned char crosshair_color[3]; + UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color); + immUniformColor3ubv(crosshair_color); immBegin(GL_LINES, 8); immVertex2f(pos, co[0] - f20, co[1]); |